Metroid Prime 2: Echoes - Glitch, Secrets, Errata FAQ

M E T R O I D P R I M E 2
E C H O E S
S E C R E T A R E A S/ G L I T C H E S V. 1.1
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By: Rex Zemenheart
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Copyright, 2004, Rex Zemenheart
This FAQ and all of its contents are, and become respective property of me
[Rex Zemenheart]. With the exception of Pacokorn77, because he gave me
permission to use his FAQ, so that part remains sole property of him
[Pacokorn77].
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v. 1.1 [released]
I've added an 'Items' section. I'm also going to attempt to go back and smooth
over some technicalities, and some grammatical errors. This can also be found
at Gamewinners.
v. 1.0! [released]
This is the first actual release. There may be some grammatical errors and
minor technicalities (like room names) but you'll manage.... I hope
v.0.1 beta
Now I have made some progress! I've added seven glitches! Also added the
Sequence breaking FAQ. NOT MY WORK. That FAQ, section vi., was completely done
by pacokorn77. It is also available at GameFAQs, and IGN. I'm using it with
his permission of course.
v. 0.0 beta
Started this FAQ so far, the only completed sections are the Intro, Controls,
and Legal stuff.... Not much accomplished yet.
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---=== Table of Contents ===---
I. Introduction
ii. Legal and Contact
iii. Controls
iv. Items
v. Goin' on a Glitch Hunt
vi. Sequence breaking by Pacokorn77
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I.Intoduction
Hello, fellow gamers this is my FAQ for finding and entering Hidden
zones, or more accordingly, Secret Worlds (that just sounds cooler...). The
reason for this FAQ (call me 'redundant') is to get you to secret zones. For
those of you who may not know, a secret world/ zone is a hidden area, that
isn't normally accessible during gameplay, or more the same, not meant to be
accessible. Up until now, I haven't really had anything on or about secret
zones. Until now, I tried something that was submitted to paco's FAQ the
Torvus secret world. For details see his FAQ, but I hope to discover some of
my own. I have a few theories on what they may be formed, or caused by.
One:
They were left over by accident, or due to laziness, from a part of, or a
section of the game that was later removed (or scraped) from the final.
Two:
They are data S-RAM banks that store the tiles and textures used in that area,
or a template so to speak, that was placed were it is to 'hide' it from the
normal viewing area.
Three:
One of the Retro Studios employs was intoxicated (drunk for you slow people
out there) at the time of development, and went crazy.
In this FAQ's final version I hope to have accomplished the following:
1. Give full, detailed descriptions on how to get to every secret World that I
have found
2. Give some good glitches [started]
3. Create a separate section sequence breaking via secret areas (this will be
difficult and take some time)
4. Put up a good Q&A section for people that need 'in-depth' help.
5. Possibly create a normal walkthrough for the game.
I hope to get a lot of feedback from people. This is the first version of this
FAQ, so it will be mainly based on feedback.
With that said, lets move on
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ii. Legal, and Contact
This FAQ is Copyright, 2004, Rex Zemenheart
If this FAQ is found anywhere other than: (with the exception of any previous
releases.)
1. IGN
Legal action will be taken. Don't think I'm bluffing! Ripping of some else's
work is not just a game, it's actually a crime, and its a little something
called plagiarism!
Contact: You can e-mail me at rzxgamer[at]yahoo[dot]com
Please, send me things that are only relevant to this FAQ
My e-mail address is subject to change, if it does it will be put in the next
posting. I will reply within two to five days, and when I have enough stuff, I
will post a new version.
E-mail guidelines:
1. No Spam or advertisements/ soliciting.
2. No porn, or any thing obscene.
3. Please make your subject as follows: "mp2e secret areas".
Questions, Comments, Anything concerning this FAQ! Please, send them in!
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iii. Controls
Standard mode:
A Button: Fire beam weapon; hold down A for a charged up shot via Charge Beam
B Button: Jump; also executes Space jump and Screw Attack (once obtained)
X Button: Enters Morph Ball Mode
Y Button: Fires Missiles; Beam combos with charge beam
Analog Stick: Moves Samus around
C- Stick: Changes current beam weapon. Up, power beam, left, Dark beam, right,
Light beam, and finally, down for the Annihilator.
D-pad: Changes Visors. Up combat, Left Scan, Right Dark, Down Echo
R Button: Lock on to enemies, target things
L Button: Scan things via Scan visor, use grapple beam
Z Button: Show Map
Morph Ball Mode:
A Button: Lay a bomb
B button: Use Boost Ball
X Button: Exits Morph Ball mode
Y Button: Lays a Power Bomb
Analog Stick: Move around
C- Stick: Nothing
D- Pad: Nothing
Shoulder Buttons: Nothing
Z Button: View Map
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iv. Items
This section will include all of samus items and upgrades, as far as:
what they are, and were they are. If you have any questions wanting 'in-depth'
help on their locations, please e-mail me. I'm not going to include the
Default weapons, because I'm lazy, and because if you really want to know
about them, you can look them up in your inventory sub screen on the game
itself... Here are the six groups that they will be done in: Arm Cannon,
Visors, Suits, Morph Ball, Miscellaneous, Pick-ups.
Arm Cannon:
Dark Beam: This is obtained in Dark Agon Wastes, it is Echoes' equalivant to
the Ice Beam, because when it is charged it 'freezes enemies'. There is one
thing that sucks about the beams in this game, the require ammo. This means
that you can't be totally careless, and waste it senselessly. But if you run
out of Ammo, you can charge it up, and fire a normal strength shot. This works
with any of the three beams. One standard dark beam shot is about half as
strong as a missile.
Light Beam: Also obtained in Dark Agon, this is Echoes' equivalent to the
Plasma Beam. This is actually the strongest of the three beams (at least in
multiplayer it is). This beam doesn't go very far; therefore it has a limited
reach. The charged up shot has a scattering affect, but this can be good or
bad. This goes on like a normal beam. A charged shot can also set enemies on
fire! This is constantly doing damage until the fires go out. A charged up
shot takes 5 light ammo. Opens 'Black' Doors. Opens 'White' Doors
The Annihilator: This is gotten from the temple boss in the Ing Hive. This is
a really cool original beam! It is a mixture of light and dark energy, but it
also has a sonic effect. This uses 1 Dark, and 1 light ammo. This has the
ability to lock onto individual targets; regardless of weather are not you are
locked on, and this is the really cool part; it has a rate of fire as fast as
the power beam, so this means that you can kill stuff really really fast. A
charged up shot (5 of each ammo) can temporarily stun mechanic enemies.
Opens 'Gray' doors.
Charge Combos: Charge combos allow you to use your charge beam, with missiles
to fire a super powered shot, that can do some special effect. The y all
require 5 missiles, and 30 of any ammo.
Super Missile (power combo): Torvus Bog; This is the charge combo for the
power beam. Fans of the first Metroid Prime would recognize this ability. It
uses 5 missiles, but it is worth it. This is a super power full concessive
blast! It can destroy elements or minerals such as Cordite. These also destroy
green blast shields.
Dark Burst (Dark Combo): Dark Agon Wastes; This is a cool attack, but it moves
very low. It used 30 dark ammo, and 5 missiles. This opens up a rift into
oblivion, and sucks nearby enemies, destroying them.
Sun Burst (Light Combo): Temple Grounds; this also moves very slowly, but it
has an engulfing flame effect on nearby enemies. This also used 30 light ammo,
and 5 missiles. When this strikes its target, it 'shatters' and burns any
nearby enemies, and then scatters and hits other enemies.
Sonic Boom (Annihilator Combo): Dark Agon Wastes; This is a super strong blast
of super sonic energy, but it is very costly; 30 of each ammo, and 5 missiles.
This can take out the Emperor Ing's first form in three shots! Not much to
say.... Did I mention it's powerful?
Missile Launcher: Temple Grounds; tell me something, what ever happened to the
good old missiles?! Now they're not even solid objects there just blue energy
thingies... Oh well.... Missiles are a very important part of the game, as
they are in any Metroid Game. These are used for so many things like using
charge combos, opening classic red doors, and they are used in almost every
boss fight. The launcher gives you five to start with, so in the games
beginning, you must be a little conservative.
Seeker Missile: Temple Grounds; I guess you could say this is the missile
charge combo... sort of. Once you have these you can hold down the Y button,
and charge up your missile launcher and lock onto up to 5 targets. This is
required for opening purple doors, and proves most help full when fighting
certain bosses, but the only drawback is the time it takes for them to charge.
Grapple Beam: This allows you to latch onto Viable Grapple points. You can
reach normally inaccessible areas with this, but once you have the Screw
attack, this sort of defeats the purpose.
Visors:
Dark Visor: This allows you to see through dark Aehter atmosphere a little
better, locate hidden platforms, Ing Caches, and those annoying space pirate
commandos! I hate those things, though with the charged up light beam there
not to bad.
Echo Visor: Sanctuary Fortress; its not too easy to see with this thing unless
you're familiar to the room. This is mainly for locating sonic emitters, and
hidden stuff.
Suits:
Dark Suit: Dark Agon Wastes; This cuts the damage that you take from dark
Aethers atmosphere in half.
Light Suit: Great Temple; This totally eliminates the atmosphere problem.
This means that you don't take damage at all in dark Aethers Atmosphere.
Morph Ball:
Morph Ball Bomb: These little things are just like missiles, they have been in
every metroid game and always will be, but they too have changed from there
solid form, and are also little blue energy thingies. These can be used to do
things like the bomb jump (lay a single bomb, and it will propel you up into
the air) and the triple bomb jump (lay one bomb, the instant that it goes off,
lay a second bomb, in the same place, and when you reach the highest point
from the first bomb, lay the third one.) This can be used to reach hidden
items and other things like that. They can also destroy Talloric Alloy, and
Brinstone, or something with 'microscopic stress fractures'.
Boost Ball: Dark Torvus Bog; This is used to inflict damage on enemies, but
more importantly, utilize half pipes. The boost ball allows you to access the
half pipes and reach the tops of them. While on a half pipe, hold B, and
release to go up either side, immediately start changing, and when you come
back down and start to go up the other side, release. Repeat this until you
reach your destination.
Spider Ball: Sanctuary Fortress; This is simple enough, hold down R while on
or near a magnetic rail to use it with the spider ball. You can use the boost
ball on magnetic rails to propel you self off of them, and access other ones,
or hidden places.
Power Bomb: Dark Torvus Bog; These are super powerful bombs, but you only have
2 to start with so you must use them super sparingly. These can Destroy
Denzium, and Bendezium.
Miscellaneous:
Space Jump Boots: Temple Grounds?; these allow Samus to perform a double, or
mid air jump. Very useful. well... yeah...
Screw Attack: This is this moves first appearance in a 3D game! This allows
you to do up to 5 mid air jumps! You can clear very long distances this way,
but you can't change direction, so be careful. You can also do a wall jump
with this.
Pick-ups:
Missile Expansions (49 in total; 250 missiles): These can be found in a number
of places. Each one perminantly increases the number of missiles you carry by
5.
Power Bomb Expansions (8 in total; 10 power bombs): These are much, much
harder to find than Missile expansions. Each on increase you power bomb caring
capacity by 1.
Ammo Expansions (4 in total; 250 light/ dark ammo): There are only four of
these in the game, and each one expands you ammo caring capacity but a
whopping 50, for both light and dark beams [Annihilator].
Energy Tanks (15 in total): These permanently increase your energy caring
capacity by 100 units. I sadly; have not found all 15. I have only found 13
[tear]
Missile Ammo: Replenishes 5 missiles
Double Missile Ammo: Replenishes 10 missiles
Beam Ammo: Small 5, medium 10, large 30
Energy: Purple 10, Red 20, Blue 50, Yellow 100
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v. Goin' on a Glitch Hunt
In this section, I will cover some glitches that I have found on my own.
Note that most of these require the Screw Attack. I suggest that you play
through the game ateast once, maybe twice, just to get the feel of were
everything is. So far I have found five glitches. I will label them with
letters.
Glitch A: Fall while on land
Glitch B: Enter Dark Aether Without a Portal
Glitch C: Fall without taking Damage
Glitch D: Torvus Temple Elevator Trick
Glitch E: Make the Boost Ball Disapear
Glitch F: Sanctuary Bridge Glitch
Glitch G: Grand Abyss Screw attack Trick
The Glitches will set up in the following format:
Glitch [letter]: [name]
Area:[Agon, Torvus etc.]
Room(s): [GFMC site, etc.]
Requirements: [Screw Attack, Space Jump etc.]
Difficulty: [1, to 10; 1 easy, 10 very, very hard]
Description: [what it is and how to do it]
Glitch A: Fall While on Land
Area: Temple Grounds; either world
Room(s): Torvus Transport Access (this is only one room for this, another good
one is the GFMC site)
Requirments: Space Jump Boots
Difficulty: 1-2
Description: This is an easy glitch. I discovered it a while back. Go to
either one of the rooms listed in the Room(s) section. Approach one of the
edges (it must be one that you can fall off of, and take damage, edge of the
room map). Get as close to the edge as possible without falling off, now turn
around and face away from the ledge. Jump backwards off of the ledge, but
don't go back too far, because you won't be able to get back up. As soon as
the edge of the cliff becomes visible on the bottom of your visor/ screen,
activate the space jump and jump back onto the solid ground. If done
correctly, when you touch the land, the screen will turn white, and you will
reappear were you jumped of from as if you had actually fallen, pretty weird,
huh? This can also be done in many multiplayer stages; at any point when you
jump and fall bellow the first platform, and them space jump and make it to
the second platform this will happen. Here is my guess for what causes this:
It is based on timing, when you fall below the height of the first platform,
the game thinks that you are falling, so it activates the timer for falling,
that two second period of free fall. But if you make it up to a second
platform, it still thinks you are falling, so the code doesn't change, and you
fall anyway. This may have been to conserve memory, or maybe they just forgot.
Glitch B: Enter Dark Aether Without a Portal
Area: Temple Grounds; light Aether
Room(s): So far, any room in Temple Grounds with a ledge, best in Torvus
Transport Access, and Grand Wind Chamber
Requirements: Space Jump Boots; maybe Screw Attack
Difficulty: 3-4
Description: This is a full, straight up glitch. It was, and is totally
unintended. This glitch has some very strange affects. If you do it in the
Torvus Transport Access area, sometimes the sky will change colors, or do
nothing, sometimes the music will change, start over, or stop playing,
sometimes it starts to rain. This glitch could possibly have major potential
such as entering Areas that aren't in the dark world, or better yet, enter
secret worlds. There is one thing wrong with it. I'm not sure if you
technically 'enter' Dark Aether, it just looks like dark Aether.
Unfortunately, I can't test for a corrosive atmosphere, because I have the
Light Suit. Okay, here's how to do this. I will give a description for both
rooms I mentioned above. Torvus Transport Access: Once you come out of the
Path of Eyes, Into Torvus Transport Access, stop. Walk around the rocks onto
the edge. Turn around and face were the door you came through would be. If you
can still see the door than you need to go back a little farther (be careful,
as not to back off of the edge). Now look at were the door would be, and press
and hold R Button. Now, jump off of the edge, while still holding R down (so
you jump sideways without facing sideways) Try to get as far around the rocks
as you can, before executing your space jump, to make it almost all of the way
around. If done correctly, you should fall, and either A: you take damage, and
nothing happens, or B: You fall and don't take Damage but still nothing
happens, or C. You fall and take, or don't take damage, and appear in an area
that looks slightly like dark Aether, or You are actually in Dark Aether. When
you reappear, the sky may still have the same horizon, but it will have a
purple tint. I you back up towards the door leading to the Torvus elevator,
the sky will completely change to the Dark Aether setting (usually, but not
always). Sometimes, it will start to rain. However, switching visors beams,
doing a space jump or the screw attack, or looking directly into the sky will
usually terminate the effect. You also cannot pass through either of the
doors, or it will end the effect. If any one tries this without the light
suit, please e-mail me telling me whether or not it is corrosive. I think I
might know why it does this; there is a portal in the next room and it somehow
effects this. As mentioned above, this can also be done in the windchamber. It
is done the same way. Lock on to the side of the cliff, or were the door would
be, and space jump to the side. You may be wondering if this can be done the
other way around (entering the light world from the Dark World). I have not
yet to do so. This doesn't mean that it's not possible, it just means that I
can't do it.
Glitch C: Falling Without Taking Damage
Area: Temple Grounds; light world
Room(s): Any with a cliff
Requirements: Space Jump Boots
Difficulty: 1-2
Description: This is a strange side effect of Glitch B. It is done the same
way, but sometimes you will fall and not take any damage. You will know that
this was done correctly when samus doesn't make the "each", or "umph" sound
from falling. This doesn't really have much of a purpose, but it still kinda
weird.
Glitch D: Torvus Elevator Trick
Area: Torvus Bog; light Aether
Room: Torvus Temple
Requirements: None
Difficulty: 1
Description: This glitch is sort of hard to explain, so just do it. It is very
easy. Okay, go to the Torvus Temple, and approach the elevator that leads up
to the Torvus Energy Controller. Step onto the elevator, and into the
hologram, and jump off of it before its starts to move. When it has reached
the top, stand under it to make it come back down, let it hit Samus, and go
back up again. Stand under it again to make it come back down, but this time
move, and let it come down normally, now jump up, onto the elevator, and step
into the hologram. The elevator will make the sound effects, and little steam/
smoke effect as if it were moving, but it wont actually move. If you step off
of the elevator, and activate again, it will move as normal.
Glitch E: Make the Boost ball Dissapear
Area: Torvus Bog; light Aether
Room: Torvus Temple
Requirements: Boost Ball
Difficulty: 1-2
Description: To do this enter the temple, and go down the elevator in the
middle of the room while in morph ball mode. Charge up the boost ball while
going down, now roll off of the elevator once you reach the bottom, but don't
release it, roll back onto the elevator once the hologram returns and go back
up; remaining charged. Once you reach the top, roll off of the elevator, and
do really tight circles (hold the control stick almost straight back, but
slightly to the left) You will roll off of the screen and after a few seconds,
you will reappear in the middle of the screen automatically (don't release it
at all).
Glitch F: Sanctuary Bridge
Area: Sanctuary Fortress; Light World
Room: Sanctuary Bridge
Requirements: Screw Attack, Dark Samus must destroy the bridge
Difficulty: 10
Description: This is by far, the most difficult Glitch Yet to be found by me.
I have only done it once, and that was on accident. I was using the screw
attack to cross the chasm, when I didn't quite make it, and I was stuck
between the remaining piece of the bridge and the main 'land'. I entered morph
ball mode, and accidentally rolled forward, and fell through the side, and
fell forever into a white abyss. IF YOU CAN DO THIS, IT REQUIRES RESETTING
YOUR SYSTEM!
Glitch G: Grand Abyss Screw Attack Trick
Area: Sanctuary Fortress
Room: Grand Abyss
Requirements: Screw Attack
Difficulty: 4-6
Description: Enter the room and screw attack across the the room (towards the
vault). Time it so you fall underneath the platform, and you will re appear on
that platform
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vi. Sequence Breaking FAQ by Pacokorn77
I have decided not to copy and paste the FAQ for size reasons. But here
is a link for getting it at gameFAQs. I HIGHLY RECOMMEND reading his FAQ
http://db.gamefaqs.com/console/gamecube/file/metroid_prime_2_sequence_break.txt
It's also here at IGN as well.
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Goodbye, see you next version!
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